Feedback Loops and Class Design

A little break from the How I Design series.

I had a conversation with a friend recently who had a hard time understanding the difference between different classes in MMOs, and why some people so heavily favored one class over another when they appeared to be very similar.

He’d played the Gladiator in FFXIV and found it interminably boring, and asked if anyone liked “pressing 1, 2, 3 over and over again”. The answer, “yes”, baffled him, and I think convinced him that MMOs weren’t for him, though I don’t think that’s necessarily true.

In an MMO, specifically the ‘traditional hotbar’ MMO, there’s generally a bit more nuance then “press buttons in order” or “hit all the buttons whenever they’re available”. Most of the time, any classes that use those mechanics exclusively are considered extremely boring. The concept boils down to the class’ feedback loop, or the thing you’re doing when fighting in order to win.

There are a few different types of feedback loops that are popular in MMOs:

The Availability System

This is the oldest MMO class design, and is the simplest. It’s often criticized as “all MMO classes”, although it’s notable that very few such classes exist in modern Western MMOs.

Availability System classes have a variety of abilities that take a certain amount of time to become available after using, called “cooldown” time. A pure Availability System class will press every button as it becomes available, and cooldowns will determine how often they’re available. No secondary resource is required, because time is the only resource used. A common twist on this concept is a passive ability that refreshes a cooldown whenever certain criteria are met, such as a critical hit refreshing a powerful attack. It raises the skill cap of the system slightly, but this is still a fairly old, little-used design concept.

These have fallen mostly out of favor (largely due to the low skill cap), though players will occasionally opt into classes like this when ability systems allow a lot of customization.

The Rotation System

An evolution of the Availability System, a rotation-based class generally has fewer cooldown abilities and usually has a secondary resource. These classes can use abilities far more frequently, but there tends to be an efficient order that is repeated. Skill in this system is determined by completing the rotation in a timely, efficient manner and not losing opportunities to continue the rotation.

A common added feature of rotation-based classes are what are known as “off-GCD” abilities. Essentially, there is a mechanic called the Global Cooldown, abbreviated GCD, that is the minimum amount of time between actions. It exists essentially to prevent key spamming as a successful strategy and maintain the desired pace of combat. An ability that’s not bound by the GCD can be used between other abilities, allowing quick reactions even if the standard abilities are still unusable. Abilities like interrupts are often like this, or certain temporary power boosts. Juggling these in between standard abilities allows a perceptive player with quick reactions a higher skill ceiling.

The Priority System

Priority systems have mostly been relegated to healing classes until recently, but they have had increasing popularity among other class roles in the last few years. The general concept is that for a priority system class to achieve maximum effectiveness, it needs to use abilities both proactively and reactively, so that whichever ability is needed at any given moment is based on the current situation. Generally speaking, this revolves around either maintaining self-buffs, applying and maintaining layers of debuffs on a target, or using/consuming said buffs for a power spike.

Early concepts of the priority system were the purely reactive healing, where there is no set “rotation” and the unpredictability of encounters means that a cooldown-based availability system is less functional. The spell needed by the healer was then applied to the situation at hand, on the fly. This has bled into other class roles, most often tank classes but occasionally damage classes as well.

These sorts of systems tend to be less complex but require more situational awareness, in the case of damage classes often reducing the risk of tunnel vision that rotation-based classes often have.

Feedback Loops

Each one of these types of systems have a built-in feedback loop that appeals to a different sort of player. Rotation systems are favored by players who enjoy memorizing a pattern and then executing it with precision. Availability systems are favored by players who enjoy having a broad selection of abilities to use, and don’t like hitting the same buttons repeatedly. Priority systems are favored by players who are less interested in memorizing patterns and prefer to react to the moment.

For any game featuring classes, where the core gameplay requires a lot of one or a small number of verbs (usually, “fight”), it’s important to develop a functional, fun feedback loop, which requires some understanding of the above systems, or any new system that’s devised.

Without a core feedback loop that works, your class won’t be interesting moment to moment, and while you may have larger systems that make your game fun on a macro scale even if the basic gameplay loop isn’t interesting (EvE Online is a very good example of this), it’s important that this design choice is a conscious one.

Source: Digital Initiative
Feedback Loops and Class Design

Patchmas Eve

 

Looking stylish while waiting for the tree event to get going

In just a few short hours Drop 3 will be upon us! If you haven’t been following the WildStar news, Drop 3 is basically combining several months worth of content, tuning, and bug fixes. This means when the servers come back up we’ll have lots of new things to do, and also lots of changes to get used to. Hopefully nothing gets too broken in the process, but with a patch this huge I am sure there will be something that doesn’t go as planned.

I couldn’t even say what I am looking forward to the most. There’s so much being added or changed that I hardly know where to begin. I think the increase to the decor limit is one of the best things, but I am also really looking forward to having new quests to run through. I have spent the past week trying to tie up some loose ends, in between running adventures and dungeons with my new guildies. I’ve managed to max out my reputation with the Guardians of the Grove, and I’m just 1 or 2 days away from capping out the Malgrave Research Initiative. This is extra good since there’s a whole new reputation to start working on tomorrow. Like Guardians of the Grove, I believe the new reputation will have an ability point unlock as a reward, so I want to jump in and get started on it ASAP. Importantly, it should also have architect blueprints for some strain-infested decor!

Thaydbelow

I have mixed feelings about the timing of this Drop. As some of you may have heard, there’s some other MMO releasing an expansion this week. The vast majority of my old friends have already been back in that MMO, getting ready to level and start raiding again in the new world. Having WildStar’s patch hit at the same time means that I will at least be distracted with new shiny things to do, so hopefully that will ease the longing for a time when my friends all played the same games together. On the other hand, it is a bit frustrating that all of the excitement of Drop 3 will be drowned out by the swarms of people playing that other game. It also means that some folks who might still want to give WildStar a chance will be long gone. Hopefully they will come back when the new expansion smell wears off in that other game. I’ll still be on Nexus, filling up my house with strain eyeballs and running my moonshine still.

Whether you’ll be celebrating tomorrow with malevolent alien plagues or orc-based time travel, I wish you the merriest of patch days. May the servers come up on time, the lag be tolerable, and the bugs be few!

 

Source: Moonshine Mansion
Patchmas Eve

 

AggroChat #30 – Underpinning Overwatch

Tonight I am joined by Ashgar, Kodra and Tam as we ramble along about various gaming tidbits.  Ashgar having moved across country, is a real team player for somehow managing to string together both internet and a machine to record from all in time to join us.  Kodra and I dig into a length conversation about his recent return to Magic the Gathering Online, and the fact that I am dipping my toes into it as well.  Tam joins us after a long day at an Infinity Minatures tournament, and talks about the experiences and  battles of the day.  Ash having spent the week moving, did not have a lot of gameplay but did talk a bit about replaying Final Fantasy X on the vita.

Together we discuss the happenings of Blizzcon and the announcement of the first brand new IP in 17 years… Overwatch.  Kodra and I are cautiously optimistic and looking forward to it.  Tam and Ash are mostly just cautious.  All of us agree that it looks interesting.  Another happening of Blizzcon, the announcement of the Gnomes vs Goblins expansion for Hearthstone serves as a segway into our frustrations with the one dimensional nature of Gnomes in the Warcraft franchise.  Can’t being short and smart also be awesome?  Do they have to always remain a running gag?  Once again we manage to spend an hour and a half delving into these topics and bringing them to you our listeners.

With a Little Help

 

Lots of people doing the R12 event leads to the best taxi trains!

Howdy friends!

I’ve been so busy actually doing stuff in-game that I’ve been putting off writing about it here. The Megaserver seems to be a success as far as I can tell. The population seems strong and I’m slowly getting used to the fact that world bosses actually get killed and the R-12 event takes 15 minutes instead of an hour. An added bonus is that the AH is much more reasonable and active and people actually come and harvest my thicket for me so I’m not completely poor all the time!

Finishing Malgrave Trail with a guild group!

In other exciting news, I joined a new guild. While I have to say that Chili and Cornbread was one of the most positive guild experiences I’ve ever had, most of the awesome people that filled it have now moved on to other games. I felt incredibly guilty leaving the guild as I was holding down the fort but MMOs are social games and without people around my interest was fading fast.

My new guild is Remnants of Hope (Entity-NA). I won’t ramble about them too much in case they change their minds about me at the last minute, but I’ve been having a blast since I joined. There are always people online to talk to, and I’ve run more group content in the past week than I had in the previous 3 months because there’s always something going on. I felt relatively content just doing my dailies and playing with my house while I was alone, but now I have a full buffet of content available and I realize how much I was missing. I know soon enough the vet adventures and dungeons will become old hat, but for now I am having a blast learning everything and pew pew-ing all the bad guys like the most bada$$ of cupcakes.

Source: Moonshine Mansion
With a Little Help